e4s-sdk/gamedata/shaders/r3/fluid_raycastcopy_quad.ps
2026-06-17 23:06:51 +03:00

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PostScript

#include "fluid_common_render.h"
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
// TODO: DX10: replace WorldViewProjection with m_WVP
float4 main(PS_INPUT_RAYCAST input) : SV_Target
{
float edge = edgeTex.Sample(samLinearClamp, float2(input.pos.x/RTWidth,input.pos.y/RTHeight)).r;
#ifdef RENDER_FIRE
float4 tex = rayCastTex.Sample(samLinearClamp, float2(input.pos.x/RTWidth,input.pos.y/RTHeight));
if(edge > 0 && tex.a > 0)
return Raycast(input);
else
return tex;
#else // RENDER_FIRE
float4 tex = rayCastTex.Sample(samLinearClamp, float2(input.pos.x/RTWidth,input.pos.y/RTHeight));
if(edge > 0 && tex.a > 0)
return Raycast(input)*DiffuseLight;
//return float4(1,0,0,1);
else
return tex*DiffuseLight;
#endif // RENDER_FIRE
}